Saturday, October 15, 2011
Moonlight Madness - RPGA, Spell Chaining II
The modules they sent out by the time I joined were not ever to going to become super valuable. I maintained my membership for Polyhedron still one day hope to complete that collection. It was/is the completest in me than needed to be assuaged in regards to the modules. Moonlight Madness was the first of the modules that were provided as free material from what I can tell. It was released in 1998 and was written by Penny & Skip Williams. Skip has a long history of writing modules even into the 3.5 era though Penny did not seem to write as much.
The module deals with a group of characters who have recently been infected with lycanthropy. The module itself is fairly straightforward. Being an RPGA module it may be a little to linear in nature for most. The module is not one that will be a series of combat encounters though. The adventure could be placed in any setting though I am not sure it is one I would want to use. There are a number of "interesting" NPCs that I think a DM could strip out of the module and perhaps use in their own campaign. The module is 48 pages long but it should be one that can be run into a single setting.
You can find Moonlight Madness in the secondary market for under $10 without much problem. I am not sure that I would go out of my way to find it though. If you can find it cheap enough that you would be willing to gamble that amount of money and not feel bad if you lost then pick it up. Feelings on this module will most likely run the full range but it may be weighted to the negative. It does have a great cover though.
From the back of the book:
"The moon rises, and you feel yourself start to change. Fur sprouts from your palms, your fingers turn to claws, and a howl rips from your throat. Your clothes shred and tear as your Other Self breaks free....
Moonlight Madness follows the exploits of six unlucky heroes trying to free themselves of the curse of lycanthropy while evading a full-scale werewolf hunt lead by a crusading paladin and his doughty army. Hermits, sphinxes, dinosaurs, pixies, Amazons, bandits, and a friendly game of "Dwarfenball" are only a few of the challenges that stand between the heroes and the cure they seek. Will they reach the Hermitage on the Lake in time, or succumb to Moonlight Madness?
For four to six characters of levels 4-6."
Spell Chaining II
Area of Effect: One Spell
Casting Time: 1 Round
Saving Throw: None
When this spell is cast the magic user is granted the ability to chain one spell of sixth level or less that targets them. The ability will allow the caster to cause an exact duplicate of the spell to be directed at a target of the casters choice. The ability to chain a spell will remain with the caster once this spell has been cast for 24 hours until it has been used.
The ability will also cause the spell to not affect the caster. The spell that is being chained must be one that affects a single target. The caster will need to pick a target that would be in range of the spell as if they were casting it. Once the spell is directed at someone they will need to make a saving throw. If the save is made they can chain the spell. This is done before they determine if the spell effects them or not. The spell may not be sent to the initial caster or anyone that has already chained it. If there are no viable targets in the range of the spell it can not be further chained.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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